/**
 * @license
 * Copyright 2021 Google LLC. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * https://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 * =============================================================================
 */

async function setupDatGui() {
  const gui = new dat.GUI({width: 300});
  gui.domElement.id = 'gui';

  // The shader folder contains parameters for the shader.
  const shaderFolder = gui.addFolder('Shader');

  showShaderConfigs(shaderFolder);

  shaderFolder.open();

  const modelFolder = gui.addFolder('Model')

  modelFolder.add(STATE, 'DepthCachedFrames', 1, 60).step(1);

  modelFolder.open();

  return gui;
}

async function showShaderConfigs(folderController) {
  // Clean up shader configs for the previous model.
  const fixedSelectionCount = 0;
  while (folderController.__controllers.length > fixedSelectionCount) {
    folderController.remove(
        folderController
            .__controllers[folderController.__controllers.length - 1]);
  }

  for (const uniform of shaderUniforms) {
    folderController.add(STATE, uniform[0], uniform[1], uniform[2]);
  }
}